As my co-op partner and I approached the climax of A Way Out, the cinematic, 1970’s-set prison-break adventure from the studio headed by filmmaker-turned-game-developer Josef Fares, I thought it had run out of gas. I’d been hooked for the first five hours, which do a magnificent job of blending drama with action and emotion with lightheartedness. In that time we’d rarely done the same style of of game play twice, and I had gotten to know and understand Vincent, the more diplomatic and reserved of the two playable convicts in this mandatory two-player story. But here we were, knee-deep in a cliched sequence I’d seen a million times before in both games and movies. I thought A Way Out had run out of tricks.
And then it punched me in the stomach…
I don’t want to spoil anything about its finale, but know this: A Way Out is worth seeing through to the end.
If you go into A Way Out thinking its mandatory two-player co-op is a gimmick, you’ll likely come out of it realizing that it couldn’t have been done any other way. Vincent and Leo’s journey will have you and a friend performing tasks together both mundane and dramatic, and the result is a memorable, variety-packed cinematic adventure that feels like what Telltale’s games might’ve evolved into if they’d leaned into game mechanics instead of phasing them out.